Please use this identifier to cite or link to this item:
Title: Procedural personas as critics for dungeon generation
Authors: Liapis, Antonios
Holmgard, Christoffer
Yannakakis, Georgios N.
Togelius, Julian
Keywords: Games of strategy (Mathematics)
Computer games
Genetic algorithms
Issue Date: 2015
Publisher: Springer, Cham
Citation: Liapis, A., Holmgard, C., Yannakakis, G. N., & Togelius, J. (2015). Procedural personas as critics for dungeon generation. In A. Mora, & G. Squillero (Eds.), Applications of evolutionary computation (pp. 331-343). EvoApplications 2015. Lecture notes in computer science, 9028. Springer, Cham.
Abstract: This paper introduces a constrained optimization method which uses procedural personas to evaluate the playability and quality of evolved dungeon levels. Procedural personas represent archetypical player behaviors, and their controllers have been evolved to maximize a specific utility which drives their decisions. A “baseline” persona evaluates whether a level is playable by testing if it can survive in a worst-case scenario of the playthrough. On the other hand, a Monster Killer persona or a Treasure Collector persona evaluates playable levels based on how many monsters it can kill or how many treasures it can collect, respectively. Results show that the implemented two-population genetic algorithm discovers playable levels quickly and reliably, while the different personas affect the layout, difficulty level and tactical depth of the generated dungeons.
ISBN: 9783319165486
Appears in Collections:Scholarly Works - InsDG

Files in This Item:
File Description SizeFormat 
Procedural_personas_as_critics_for_dungeon_generation_2015.pdf327.21 kBAdobe PDFView/Open

Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.